#version 460 // A+B // ------------ // IN: 7 (FX A) // IN: 8 (FX B) // OUT: 9 (MFX) in vec2 vUV; out vec4 fragColor; #include inc_magic.glsl #include inc_functions.glsl uniform int iDemo; uniform sampler2D iTex7; uniform sampler2D iTex8; uniform int iSeed7; uniform vec3 iMidi3_1[2]; void main() { float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7); bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10); vec4 color_a = texture(iTex7, vUV); vec4 color_b = texture(iTex8, vUV); float k = mean(color_a); mix_value = mix(mix_value, mix_value * 0.9 + 0.05, iDemo); fragColor = mix(color_b, color_a, mix_type ? step(mix_value, k) : mix_value); }